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Space Marine 2 tpl models


09williamsad
Go to solution Solved by haus,

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Space Marine 2 uses Saber Interactive's Swarm Engine.

For its tpl models the QCVIewer tool that worked for Quake Champions and World World War Z is not compatible.
I have not found any other tools for this specific engine format.

Samples https://drive.google.com/drive/folders/19dmtmLcdLUzA7Z8Y-IkJVZUrB7OQetbQ?usp=sharing

Edited by 09williamsad
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Just now, Devilmayplay96 said:

Would you mind explaining how it works please, put the .resource file inside and it should give it to me or is there a job to do before? Thanks 😄

Its a general 3D model research tool.

Its not specific to Space Marine 2.

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  • Engineer
1 hour ago, Devilmayplay96 said:

How did you get to that step? I mean, I'm a newbie at this, but a 3D designer, and I need to know how to get to that step.

It's not "that step", it's several steps. On step is to find the list of face indices, another to find the vertices. Since those are short integers they're harder to find.

In fact you'll need a deeper format analysis to easily find the parameters for all sub meshes.

I usually do a rough search for those of one sub mesh only.

Quote

put the .resource file inside

No, I used the .tpl_data file in hex2obj. Load it into a hexeditor, too, then

for the vertices goto offset 0x2E3B8, for the face indices go to 0x3AE0A to get some impression of the file's structure.

Edited by shak-otay
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8 minutes ago, shak-otay said:

It's not "that step", it's several steps. On step is to find the list of face indices, another to find the vertices. Since those are short integers they're harder to find.

In fact you'll need a deeper format analysis to easily find the parameters for all sub meshes.

I usually do a rough search for those of one sub mesh only.

No, I used the .tpl_data file in hex2obj. Load it into a hexeditor, too, then

for the vertices goto offset 0x2E3B8, for the face indices go to 0x3AE0A to get some impression of the file's structure.

I understand, I understand, and to get to the .tpl_data file, where can I find it?

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2 hours ago, shak-otay said:

Yeah, 3D rippers are the crucial reason why research forums like this one are dying out.

Thanks.

If the regulations of this site are against me posting this, i'm more than happy to remove it and apologize. Youtube will remove it soon anyways. This is just another way to get models from the game. Again if the moderators want this remove can be done. 

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First off: I'm not a moderator.

2nd: don't get me wrong. What I wrote was caused by an emotional impulse.

I can't and won't stop the way things go.

So leave your post as it is. People should know that there is an easy way to extract 3D models. And will decide themselves.

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  • Solution

Untitled-1.thumb.jpg.5a17a56c6e4985c242e9d2e0e97250f6.jpg

Done working on this for now. No scenes or skinning/bones/proper node hierarchies. Only a handful of stuff works. Very slow.

LibSaber (library for reading from saber files): https://github.com/Wildenhaus/LibSaber/tree/sm2
Index (app for converting/displaying models, uses LibSaber): https://github.com/Wildenhaus/IndexV2/tree/sm2

All of my research is in those two branches. If anyone would like to inspect/fork/etc go right ahead. Hope you like C#.

I will not be providing support or builds of this until it is stable, if it ever is. Please don't ask me for help unless it pertains to the game's file structures.

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On 9/12/2024 at 1:07 AM, shak-otay said:

Yeah, 3D rippers are the crucial reason why research forums like this one are dying out.

Thanks.

Disagree. As a NinjaRipper patron more often than not either a) it just doesn't work or b) it's easier to use dedicated tools and access all the files at will (such as Unreal) rather than having to be at the right place at the right time in a game. It has its uses, but research forums and discords aren't going anywhere at all any time soon. 

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9 hours ago, haus said:

i received a few donations and decided to make a bit more progress.

i hate the way saber does things so much :classic_angry:

model download (still a bit iffy)

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Screenshot2024-09-20212004.thumb.png.f5414597cc47a98339a1596f127dec09.png

 

Interested in donating. And in the rubric marine and terminators.

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i appreciate it, but don't feel obligated to donate. if you feel inclined though, you can find the donation page on my github profile.

fixed some more issues with textures and bone weights today. also made some progress on maps, but saber decided to implement a really convoluted instancing system for most of those so I don't know how far I'll get on that.

i have all of the models and textures loading though. just need to test and make sure things are in order, and then i'll post a build

in the meantime, here's another model. the only thing wrong I've noticed is that the base head isn't parented to any bones. this time the normal maps have the z channel calculated (something the tool does natively). it's formatted for OpenGL (blender). if you'd rather have DirectX, invert the green channel or recalculate it in a shader node with z=sqrt(1-x^2+y^2)

Edited by haus
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